

The Properties Reference section of the spec describes each of the object types and their required fields and default values. The JSON data is fairly straightforward to understand just by looking through the spec and a few examples. Since the JSON data is the same (other than being embedded), it's still pretty easy to support this format if desired. While this might be helpful for uploading to SketchFab or possibly for runtime mods, the inability to edit textures makes this variation less than ideal for game development. glb files (at least those exported by Blender) combine the JSON data, buffer data, and images into a single binary file. jpg) or they may also be stored inside the JSON file using base64 encoding. Textures may be stored as individual files (as.

bin file or embedded directly into the JSON using base64 encoding.

Large data arrays for these objects are stored in either a separate. gltf files are actually just JSON files that describe one or more scenes including node hierarchies, materials, cameras, meshes, animations, etc. There are variations of the format represented by two file extensions. The actual glTF specification is the likely the best way to learn about the file format, so I'll be quite brief here. And the good news is that Blender already includes a glTF exporter capable of exporting meshes (rigid and skinned), PBR materials, scene hierarchies, and animations. It's also easy to extend with custom properties which I'll cover that in just a bit.Īll the details about the glTF file format can be found in their GitHub repository including links to existing importers and exporters as well as sample files. The data stored in glTF files can be quickly read and converted to most game or rendering engines with minimal processing. So, it's a royalty-free specification developed by the Khronos Group with a primary goal being to quickly present 3D scenes and models. glTF defines an extensible, common publishing format for 3D content tools and services that streamlines authoring workflows and enables interoperable use of content across the industry. glTF minimizes both the size of 3D assets, and the runtime processing needed to unpack and use those assets. GlTF™ (GL Transmission Format) is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by applications. Well, here's the short description of the format from the glTF website: This means that the data is stored in a way that might be friendly to a modelling program, but it requires additional processing to make it optimal for a game engine to use resulting in slower imports.
#OPEN FBX UNITY FULL#
One other issue that I have with FBX is that it's intended to be a full interchange format between modelling programs. I worked around this for a while by using a modified FBX exporter script for Blender as well as a custom version of Unity's Unity-BlenderToFBX.py file and even wrote a simple C# script to handle updating the files each time Unity or Blender was updated. This conversion process also does a fairly terrible job of handling the coordinate system differences between Blender and Unity which you may have noticed before (models likely have a non-zero default rotation applied). FBX file format instead of the binary version which has had more support in Blender. One of the issues with this is that the script uses the ASCII (text) version of the. It does this by running Blender with a Python script that calls the FBX exporter (found in Unity\Editor\Data\Tools\Unity-BlenderToFBX.py) for each. Sadly, this resulted in the FBX exporter having a few annoying bugs that I've had to fix in the past.Īnnoyingly, Unity uses Blender's FBX exporter to "import". Because of the licenses involved with the SDK, the Blender Foundation was forced to basically reverse engineer the file format in order to provide an importer and exporter for Blender.

Well for starters, the FBX (Filmbox) file format is proprietary (owned by Autodesk) and generally requires the use of Autodesk's C++ SDK to read and write FBX files. It actually turned out to be less work than I thought it would be, and being able to extend the importer with additional custom properties has been very useful! What's Wrong with FBX? blend) files, so after doing a bit of research, I decided to write a custom importer for glTF files. I've never really liked Unity's handling of Blender (.
